Tuesday, February 8, 2011

Ship Configuration

My current focus is on the Ship Configuration Screen.

Each ship will be composed of three major sections: Command, General, and Engine.

Each section will slots that will hold modules. The number of module slots a ship has is based on its class. So a 0.1 starter ship will have 1 Command Slot, 1 General Slot, and 1 Engine Slot. If you upgrade your ship to be Class 0.2, it will gain one extra General slot and another General Slot for each advance up to 1.0, at which time you will gain one extra Command and Engine slot.

So a Class 1.1 ship will have 2 Command Slots, 11 General Slots, and 2 Engine Slots.

General Slots will hold Cargo Modules and more specialized modules like Fighter Bay Modules, Weapon Modules, etc. Each Cargo module you have installed will allow your ship to carry 500 mass units of cargo.

Command slots will hold things like Command Modules and other modules I haven't invented yet, but possibly things like Sensor Modules and things that make a ship fight better. It will also be able to hold Science modules that let ships perform better research out in the field.

Engine Slots hold either Slipdrives or Jump Drives. Slipdrives are rated from 1.0 to 10.0 and the speed of your ship will be determined on the rating of your Slipdrive compared to how many modules are installed on your ship. Each slipdrive can push up to 10 modules at full speed, so a 0.5 Class Ship with a 1.2 rated Slipdrive could move at 1.2 Space Squares per Hour when traveling on the System Map.

Right now I'm working on players being able to install and uninstall modules on a ship that is landed at a colony. After that I'll be able to modify the new ship creation to have basic modules installed upon ship creation.

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